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438a90b63d
* extended loadouts - earplugs, gunbag, and arsenal identity * arsenal - maintain default loadout size check * restore comment Co-authored-by: jonpas <jonpas33@gmail.com> * fix forgotten example Co-authored-by: jonpas <jonpas33@gmail.com>
176 lines
4.8 KiB
Plaintext
176 lines
4.8 KiB
Plaintext
#include "script_component.hpp"
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params ["_unit"];
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private _loadout = profileNamespace getVariable QGVAR(missionLastLoadout);
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if (!isNil "_loadout") then {
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[_unit, _loadout] call CBA_fnc_setLoadout;
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};
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_unit allowDamage false;
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//--- Static targets in various distance
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{
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private _position = _unit getRelPos [_x, _forEachIndex];
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["O_Soldier_VR_F", _position] call FUNC(createTarget);
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} forEach [10, 20, 30, 40, 50, 100, 500, 1000, 2000];
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//--- Target line
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private _position = _unit getRelPos [20, -90];
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for "_i" from 0 to 5 do {
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private _position = _position vectorAdd [0, -3 + _i, 0];
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["O_Soldier_VR_F", _position] call FUNC(createTarget);
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};
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//--- Target cluster
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_position = _unit getRelPos [20, 90];
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for "_i" from 0 to 8 do {
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private _index = floor (_i / 3);
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private _position = _position vectorAdd [_index * 1.5, 1.5 + (_i % 3), 0];
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private _target = ["O_Soldier_VR_F", _position] call FUNC(createTarget);
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_target switchMove (["aidlpercmstpslowwrfldnon", "aidlpknlmstpslowwrfldnon_ai", "aidlppnemstpsraswrfldnon_ai"] select _index);
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_target setUnitPos (["UP", "MIDDLE", "DOWN"] select _index);
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};
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//--- Target patrol
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private _group = createGroup east;
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{
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private _position = _unit getRelPos [10, _x];
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private _waypoint = _group addWaypoint [_position, 0];
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if (_forEachIndex == 4) then {
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_waypoint setWaypointType "CYCLE";
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};
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} forEach [0, 90, 180, 270, 0];
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_position = _unit getRelPos [10, 180];
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for "_i" from 0 to 1 do {
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private _target = ["O_Soldier_VR_F", _position] call FUNC(createTarget);
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[_target] join _group;
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_target stop false;
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_target enableAI "MOVE";
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_target setSpeedMode "LIMITED";
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};
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//--- Armored vehicles
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private _vehicles = [];
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private _step = 15;
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_position = [position _unit select 0,(position _unit select 1) + 30,0];
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{
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private _row = _forEachIndex;
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private _rowCount = (count _x - 1) * 0.5;
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{
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private _position = _position vectorAdd [(-_rowCount + _forEachIndex) * _step, _row * _step, 0];
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private _vehicle = createVehicle [_x, _position, [], 0, "NONE"];
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_vehicle setPos _position;
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_vehicle setDir 180;
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_vehicle setVelocity [0,0,-1];
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_vehicle call BIS_fnc_VRHitpart;
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private _marker = _vehicle call BIS_fnc_boundingBoxMarker;
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_marker setMarkerColor "ColorOrange";
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_vehicles pushBack _vehicle;
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} forEach _x;
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} forEach [[
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"Land_VR_Target_MRAP_01_F",
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"Land_VR_Target_APC_Wheeled_01_F",
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"Land_VR_Target_MBT_01_cannon_F"
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], [
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"Land_VR_Target_MRAP_01_F",
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"Land_VR_Target_APC_Wheeled_01_F",
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"Land_VR_Target_MBT_01_cannon_F"
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]];
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_vehicles spawn {
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waituntil {
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private _allDisabled = true;
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{
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_hitAlive = _x getVariable ["bis_fnc_VRHitParts_hitalive", []];
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_allDisabled = _allDisabled && ({!_x} count _hitAlive >= 2);
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sleep 0.1;
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} forEach _this;
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_allDisabled
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};
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setStatValue ["MarkMassVirtualDestruction", 1];
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};
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//--- Cover objects
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private _coverObjects = [
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"Land_VR_CoverObject_01_kneel_F",
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"Land_VR_CoverObject_01_kneelHigh_F",
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"Land_VR_CoverObject_01_kneelLow_F",
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"Land_VR_CoverObject_01_stand_F",
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"Land_VR_CoverObject_01_standHigh_F"
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];
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for "_i" from 5 to 11 do {
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private _direction = 180 + _i * 45;
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private _position = _unit getRelPos [(abs sin _direction + abs cos _direction) * 3, _direction];
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private _block = createVehicle [_coverObjects select (_i % count _coverObjects), _position, [], 0, "NONE"];
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_block setPos _position;
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};
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//--- Starting point
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private _square = createVehicle ["VR_Area_01_square_1x1_grey_F", position _unit, [], 0, "NONE"];
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_square setPosASL getPosASL _unit;
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private _marker = createMarker [QGVAR(start), getPosWorld _unit];
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_marker setMarkerType "mil_start";
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//--- Open Arsenal
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[_unit, true, false] call FUNC(initBox);
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[{!isNull findDisplay 46}, {
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[_this, _this, true] call FUNC(openBox);
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}, _unit] call CBA_fnc_waitUntilAndExecute;
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//--- Salute
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_unit addEventHandler ["AnimChanged", {
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params ["_unit", "_anim"];
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_anim = _anim splitString "_";
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if ("salute" in _anim) then {
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{
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_x playAction "salute";
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} forEach ((_unit nearObjects ["CAManBase", 10]) - [_unit]);
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};
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}];
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["#(argb,8,8,3)color(0,0,0,1)", false, nil, 0.1, [0,0.5]] spawn BIS_fnc_textTiles;
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//--- Target markers
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private _markers = [];
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{
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private _marker = createMarker [vehicleVarName _x, position _x];
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_marker setMarkerType "mil_dot";
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_marker setMarkerColor "ColorOrange";
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_markers pushBack _marker;
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} forEach (allMissionObjects "CAManBase" - [_unit]);
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_markers spawn {
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while {true} do {
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{
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private _target = missionNamespace getVariable _x;
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_x setMarkerPos position _target;
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} forEach _this;
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sleep 0.1;
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};
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};
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